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Patent 2968589 Summary

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Claims and Abstract availability

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(12) Patent: (11) CA 2968589
(54) English Title: SYSTEM AND METHOD FOR PLACING A CHARACTER ANIMATION AT A LOCATION IN A GAME ENVIRONMENT
(54) French Title: SYSTEME ET METHODE DE POSITIONNEMENT D'UNE ANIMATION D'UN PERSONNAGE DANS UN EMPLACEMENT D'UN ENVIRONNEMENT DE JEU
Status: Granted
Bibliographic Data
(51) International Patent Classification (IPC):
  • A63F 13/56 (2014.01)
(72) Inventors :
  • DESJARDINS, JOEL (Canada)
  • MALLETTE-LACHANCE, JEREMIE (Canada)
(73) Owners :
  • SQUARE ENIX LTD. (United Kingdom)
(71) Applicants :
  • SQUARE ENIX LTD. (United Kingdom)
(74) Agent: SMART & BIGGAR LP
(74) Associate agent:
(45) Issued: 2023-08-01
(22) Filed Date: 2017-05-26
(41) Open to Public Inspection: 2017-12-10
Examination requested: 2021-03-26
Availability of licence: N/A
(25) Language of filing: English

Patent Cooperation Treaty (PCT): No

(30) Application Priority Data:
Application No. Country/Territory Date
62/348,361 United States of America 2016-06-10

Abstracts

English Abstract

A method for execution by a processor of a computer system for computer gaming. The method comprises maintaining a game environment; receiving a request to execute an animation routine during gameplay; attempting to identify a location in the game environment having a surrounding area that is free to host the requested animation routine; and in case the attempting is successful, carrying out the animation routine at the identified location in the game environment.


French Abstract

Il est décrit une méthode pour lexécution dun système informatique par un processeur, dans le cadre de lutilisation dun ludiciel. La méthode comprend le maintien dun environnement de jeu, la réception dune demande visant à exécuter une routine danimation durant le jeu, la tentative de ciblage dun endroit dans lenvironnement de jeu disposant dune zone environnante pouvant héberger la routine exigée et la diffusion de la routine danimation à lendroit ciblé dans lenvironnement de jeu, en cas de réussite.

Claims

Note: Claims are shown in the official language in which they were submitted.


Claims
1. A method for execution by a processor of a computer system, comprising:
maintaining a game environment;
receiving a request to execute an animation routine during gameplay;
attempting to identify a location in the game environment having a surrounding

area that is free to host the requested animation routine; and
in case the attempting is successful, carrying out the animation routine at
the
identified location in the game environment;
wherein attempting to identify a location in the game environment having a
surrounding area that is free to host the requested animation routine
comprises:
a) determining whether an area surrounding an initial location is free to host
the
requested animation routine;
b) in case the area surrounding the initial location is not free to host the
requested animation routine, selecting a next location;
c) determining whether an area surrounding the next location is free to host
the
requested animation routine;
d) in case the area surrounding the next location is not free to host the
requested
animation routine, selecting another next location; and
wherein the attempting is considered successful when any of steps a) or c)
determines a location that is free to host the requested animation routine.
2. The method defined in claim 1, further comprising repeating steps c) and
d).
3. The method defined in claim 2, wherein the attempting is considered
unsuccessful
when neither step a) nor step c) determines a location that is free to host
the
requested animation routine, after a predetermined number of iterations of
step c).
Date Recue/Date Received 2021-03-26

4. The method defined in any one of claim 1 to 3, wherein the area surrounding
a
particular location is considered not to be free to host the requested
animation
routine when an obstacle is detected to be present within a predetermined
distance
from the particular location.
5. The method defined in claim 4, wherein selecting the next location
comprises
selecting a location that is oriented relative to the initial location in a
direction away
from the obstacle.
6. The method defined in any one of claims 1 to 5, further comprising
determining a
slope of terrain in a vicinity of the initial location and restricting the
next location to
one having a corresponding slope of terrain.
7. The method defined in any one of claims 1 to 6, further comprising
determining a
slope of terrain in a vicinity of the initial location and wherein carrying
out the
requested animation routine comprises selecting a version of the requested
animation routine based on the slope of terrain and calling the selected
version of
the requested animation routine.
8. The method defined in any one of claims 1 to 7, wherein the initial
location
corresponds to a location of a non-playing character involved in the animation

routine.
9. The method defined in any one of claims 1 to 8, wherein in case there is no
non-
playing character involved in the animation routine, the initial location
corresponds to
a position that is on a navigation mesh for a nominally selected archetype.
10.The method defined in any one of claims 1 to 9, the method further
comprising:
determining an animation radius, wherein attempting to identify a location in
the
game environment having a surrounding area that is free to host the requested
animation routine comprises attempting to identify a location in the game
environment that is unobstructed in an area defined by the animation radius
relative
to that location.
26
Date Recue/Date Received 2021-03-26

11. The method defined in claim 10, wherein the area defined by the animation
radius is
a three-dimensional area.
12. The method defined in any one of claims 1 to 11, further comprising
rendering the
animation routine for display via a player interface.
13. The method defined in any one of claims 1 to 12, wherein the animation
routine is a
takedown involving one or more non-playing characters (NPCs).
14. The method defined in any one of claims 1 to 13, wherein the animation
routine is a
multi-character animation routine.
15. The method defined in any one of claims 1 to 14, further comprising
restricting the
identified location to locations along a path in the game environment along
which at
least one character involved in the requested animation routine is free to
navigate.
16. The method defined in any one of claims 1 to 15, wherein attempting to
identify a
location in the game environment having a surrounding area that is free to
host the
requested animation routine comprises executing a pathfinding function using
the
initial location, an animation radius and a navigational mesh of at least one
character
involved in the requested animation routine.
17. The method defined in any one of claims 1 to 16, wherein identifying the
location in
the simulated environment comprises iteratively computing locations having
unobstructed areas until a location having an area of sufficient size to host
the
animation routine or a constrained version thereof is identified.
18. The method defined in any one of claims 1 to 17, further comprising, in
case the
attempting is successful, calling the animation routine at the identified
location in the
game environment.
19.The method defined in any one of claims 1 to 18, further comprising
changing a
camera angle prior to carrying out the requested animation routine.
27
Date Recue/Date Received 2021-03-26

20. The method defined in claim 19, further comprising, after carrying out the
requested
animation routine, reverting the camera angle to the angle it had prior to
carrying out
the requested animation routine.
21.A method for execution by a processor of a computer system, comprising:
maintaining a game environment;
receiving a request to execute an animation routine during gameplay;
attempting to identify a location in the game environment having a surrounding

area that is free to host the requested animation routine;
in case the attempting is successful, carrying out the animation routine at
the
identified location in the game environment;
determining an animation radius, wherein attempting to identify the location
in the
game environment having the surrounding area that is free to host the
requested
animation routine comprises attempting to identify a location in the game
environment
that is unobstructed in an area defined by the animation radius relative to
that location;
and
in case the attempting is unsuccessful, determining a location having a
surrounding area that is unobstructed within a reduced animation radius less
than the
animation radius, and constraining the requested animation routine to the
reduced
animation radius.
22.The method defined in claim 21, wherein constraining the requested
animation
routine to the reduced animation radius comprises calling the requested
animation
routine with the reduced animation radius.
23.The method defined in any one of claims 21 to 22, wherein constraining the
requested animation routine to the reduced animation radius comprises
selecting a
constrained version of the requested animation routine based on the reduced
animation radius and calling the constrained version of the requested
animation
routine.
28
Date Recue/Date Received 2021-03-26

24. A computer system, comprising:
a memory storing data and program instructions, the data representing a game
environment;
a processor configured to execute the program instructions stored in the
memory, such that execution of the program instructions causes the computer to

implement a method that comprises:
receiving a request to execute an animation routine;
attempting to identify a location in the game environment having a surrounding

area that is free to host the requested animation routine; and
in case the attempting is successful, carrying out the animation routine at
the
identified location in the game environment;
wherein attempting to identify a location in the game environment having a
surrounding area that is free to host the requested animation routine
comprises:
a) determining whether an area surrounding an initial location is free to host
the
requested animation routine;
b) in case the area surrounding the initial location is not free to host the
requested animation routine, selecting a next location;
c) determining whether an area surrounding the next location is free to host
the
requested animation routine;
d) in case the area surrounding the next location is not free to host the
requested
animation routine, selecting another next location; and
wherein the attempting is considered successful when any of steps a) or c)
determines a location that is free to host the requested animation routine.
29
Date Recue/Date Received 2021-03-26

25.The computer system defined in claim 24, further comprising a player
interface,
wherein the request for the animation routine is generated by the player
interface in
response to interaction with a user of the computer system.
26.A non-transitory computer-readable medium comprising computer-readable
program
instructions which, when executed by a processor of a computer system running
a
game environment, causes the processor to implement a method in the game
environment, the method comprising:
receiving a request to execute an animation routine;
attempting to identify a location in the game environment having a surrounding

area that is free to host the requested animation routine; and
in case the attempting is successful, carrying out the animation routine at
the
identified location in the game environment
wherein attempting to identify a location in the game environment having a
surrounding area that is free to host the requested animation routine
comprises:
a) determining whether an area surrounding an initial location is free to host
the
requested animation routine;
b) in case the area surrounding the initial location is not free to host the
requested animation routine, selecting a next location;
c) determining whether an area surrounding the next location is free to host
the
requested animation routine;
d) in case the area surrounding the next location is not free to host the
requested
animation routine, selecting another next location; and
wherein the attempting is considered successful when any of steps a) or c)
determines a location that is free to host the requested animation routine.
Date Recue/Date Received 2021-03-26

Description

Note: Descriptions are shown in the official language in which they were submitted.


CA 2968589 2017-05-26
SYSTEM AND METHOD FOR PLACING A CHARACTER ANIMATION AT A
LOCATION IN A GAME ENVIRONMENT
Field
The present application relates generally to video games that feature
takedowns and
other character animations and, in particular, to determining where in the
game
environment to place a requested animation.
Background
In many action games, a playing character may wish to engage in close combat
with
another character (possibly a non-playing character ¨ NPC). In such instances,
to
animate / render this combat on-screen, a scripted takedown routine may be
called.
However, interference with the local geometry of the game environment may
cause the
takedown routine to appear unnatural when rendered on-screen. This may lead to
an
undesirable gaming experience.
Summary
According to a first broad aspect, there is provided a method for execution by
a
processor of a computer system. The method comprises maintaining a game
environment; receiving a request to execute an animation routine during
gameplay;
attempting to identify a location in the game environment having a surrounding
area that
is free to host the requested animation routine; and in case the attempting is
successful,
carrying out the animation routine at the identified location in the game
environment.
According to a second broad aspect, there is provided a computer system,
comprising a
memory storing data and program instructions, the data representing a game
environment and a processor configured to execute the program instructions
stored in
the memory. Execution of the program instructions causes the computer to
implement a
1

method that comprises: receiving a request to execute an animation routine;
attempting
to identify a location in the game environment having a surrounding area that
is free to
host the requested animation routine; and in case the attempting is
successful, carrying
out the animation routine at the identified location in the game environment.
According to a third broad aspect, there is provided a computer-readable
medium
comprising computer-readable program instructions which, when executed by a
processor of a computer system running a game environment, causes the
processor to
implement a method in the game environment. The method comprises receiving a
request to execute an animation routine; attempting to identify a location in
the game
environment having a surrounding area that is free to host the requested
animation
routine; and in case the attempting is successful, carrying out the animation
routine at
the identified location in the game environment.
According to a fourth broad aspect, there is provided a method for execution
by a
processor of a computer system. The method comprises maintaining a game
environment; receiving a request to execute an animation routine during
gameplay;
attempting to identify a location in the game environment having a surrounding
area that
is free to host the requested animation routine; and in case the attempting is
successful,
carrying out the animation routine at the identified location in the game
environment.
Attempting to identify a location in the game environment having a surrounding
area
that is free to host the requested animation routine comprises: a) determining
whether
an area surrounding an initial location is free to host the requested
animation routine; b)
in case the area surrounding the initial location is not free to host the
requested
animation routine, selecting a next location; c) determining whether an area
surrounding
the next location is free to host the requested animation routine; d) in case
the area
surrounding the next location is not free to host the requested animation
routine,
selecting another next location. The attempting is considered successful when
any of
steps a) or c) determines a location that is free to host the requested
animation routine.
According to a fifth broad aspect, there is provided a method for execution by
a
processor of a computer system. The method comprises maintaining a game
2
Date Recue/Date Received 2021-03-26

environment; receiving a request to execute an animation routine during
gameplay;
attempting to identify a location in the game environment having a surrounding
area that
is free to host the requested animation routine; in case the attempting is
successful,
carrying out the animation routine at the identified location in the game
environment;
determining an animation radius, wherein attempting to identify the location
in the game
environment having the surrounding area that is free to host the requested
animation
routine comprises attempting to identify a location in the game environment
that is
unobstructed in an area defined by the animation radius relative to that
location; and in
case the attempting is unsuccessful, determining a location having a
surrounding area
that is unobstructed within a reduced animation radius less than the animation
radius,
and constraining the requested animation routine to the reduced animation
radius.
According to a sixth broad aspect, there is provided a computer system. The
computer
system comprises a memory storing data and program instructions, the data
representing a game environment; a processor configured to execute the program

instructions stored in the memory, such that execution of the program
instructions
causes the computer to implement a method that comprises: receiving a request
to
execute an animation routine; attempting to identify a location in the game
environment
having a surrounding area that is free to host the requested animation
routine; and in
case the attempting is successful, carrying out the animation routine at the
identified
location in the game environment. The attempting to identify a location in the
game
environment having a surrounding area that is free to host the requested
animation
routine comprises: a) determining whether an area surrounding an initial
location is free
to host the requested animation routine; b) in case the area surrounding the
initial
location is not free to host the requested animation routine, selecting a next
location; c)
determining whether an area surrounding the next location is free to host the
requested
animation routine; d) in case the area surrounding the next location is not
free to host
the requested animation routine, selecting another next location. The
attempting is
considered successful when any of steps a) or c) determines a location that is
free to
host the requested animation routine.
2a
Date Recue/Date Received 2021-03-26

According to a seventh broad aspect, there is provided a non-transitory
computer-
readable medium comprising computer-readable program instructions which, when
executed by a processor of a computer system running a game environment,
causes
the processor to implement a method in the game environment. The method
comprises
receiving a request to execute an animation routine; attempting to identify a
location in
the game environment having a surrounding area that is free to host the
requested
animation routine; and in case the attempting is successful, carrying out the
animation
routine at the identified location in the game environment. The attempting to
identify a
location in the game environment having a surrounding area that is free to
host the
requested animation routine comprises: a) determining whether an area
surrounding an
initial location is free to host the requested animation routine; b) in case
the area
surrounding the initial location is not free to host the requested animation
routine,
selecting a next location; c) determining whether an area surrounding the next
location
is free to host the requested animation routine; d) in case the area
surrounding the next
location is not free to host the requested animation routine, selecting
another next
location. The attempting is considered successful when any of steps a) or c)
determines
a location that is free to host the requested animation routine.
These and other aspects and features of the present invention will now become
apparent to those of ordinary skill in the art upon review of the following
description of
specific embodiments of the invention in conjunction with the accompanying
drawings.
Brief Description of the Drawings
In the accompanying drawings:
Figure 1 is a block diagram illustrating a configuration of a game apparatus
implementing an example non-limiting embodiment of the present invention;
Figure 2 shows components of a game program executed by the game apparatus of
Figure 1, including a game data processing function and a game rendering
processing
function;
2b
Date Recue/Date Received 2021-03-26

Figure 3 shows examples of game data according to a present example
embodiment;
2c
Date Recue/Date Received 2021-03-26

CA 2968589 2017-05-26
Figure 4 illustrates an example of a process of converting a 3D graphics scene
to a
game image for display on a display device;
Figure 5 is a flowchart showing steps in an animation process forming part of
the game
program executed by the game apparatus, according to a non-limiting
embodiment;
Figure 6A is a table that associates animation routines with corresponding
animation
radii;
Figure 6B is a table that associates different constrained versions of the
same
animation routine with corresponding animation radii;
Figure 7 conceptually illustrates storage of a game program that includes an
animation
process in a section of a memory reserved for computer-readable instructions
executable by a processor;
Figure 8 illustrates migrating where to place an animation routine based on
detection of
an obstacle;
Figure 9 conceptually shows implementation of an initial animation location
selection
function for selecting where to initially place an animation routine before
being
influenced by detection of the obstacle; and
Figure 10 is a flowchart showing steps in an animation location determination
sub-
process forming part of the animation process of Fig. 5 game program executed
by the
game apparatus, according to a non-limiting embodiment.
It is to be expressly understood that the description and drawings are only
for the
purpose of illustration of certain embodiments of the invention and are an aid
for
understanding. They are not intended to be a definition of the limits of the
invention.
3

CA 2968589 2017-05-26
Detailed Description
Figure 1 is a block diagram illustrating a configuration of a game apparatus 1

implementing an example non-limiting embodiment of the present invention. In
some
cases, the game apparatus 1 is a dedicated gaming console similar to an
XboxTM,
PlaystationTM, or NintendoTM gaming console. In other cases, the game
apparatus 1 is a
multi-purpose workstation or laptop computer. In still other cases, the game
apparatus 1
is a mobile device such as a smartphone. In yet other cases, the game
apparatus 1 is a
handheld game console.
The game apparatus 1 includes at least one processor 10, at least one computer

readable memory 11, at least one input/output module 15 and at least one power
supply
unit 27, and may include any other suitable components typically found in a
game
apparatus used for playing video games. The various components of the game
apparatus 1 may communicate with each other over one or more buses, which can
be
data buses, control buses, power buses and the like.
As shown in Figure 1, a player 7 is playing a game by viewing game images
displayed
on a screen of a display device 5 and controlling aspects of the game via a
game
controller 3. Accordingly, the game apparatus 1 receives inputs from the game
controller 3 via the input/output module 15. The game apparatus 1 also
supplies outputs
to the display device 5 and/or an auditory device (e.g., a speaker, not shown)
via the
input/output module 15. In other implementations, there may be more than one
game
controller 3 and/or more than one display device 5 connected to the
input/output module
15.
The processor 10 may include one or more central processing units (CPUs)
having one
or more cores. The processor 10 may also include at least one graphics
processing unit
(GPU) in communication with a video encoder/video codec (coder/decoder, not
shown)
for causing output data to be supplied to the input/output module 15 for
display on the
display device 5. The processor 10 may also include at least one audio
processing unit
4

CA 2968589 2017-05-26
in communication with an audio encoder/audio codec (coder/decoder, not shown)
for
causing output data to be supplied to the input/output module 15 to the
auditory device.
The computer readable memory 11 may include RAM (random access memory), ROM
(read only memory), flash memory, hard disk drive(s), DVD/CD/Blu-rayTM drive
and/or
any other suitable memory device, technology or configuration. The computer
readable
memory 11 stores a variety of information including a game program 33, game
data 34
and an operating system 35.
When the game apparatus 1 is powered on, the processor 10 is configured to run
a
booting process which includes causing the processor 10 to communicate with
the
computer readable memory 11. In particular, the booting process causes
execution of
the operating system 35. The operating system 35 may be any commercial or
proprietary operating system suitable for a game apparatus. Execution of the
operating
system 35 causes the processor 10 to generate images displayed on the display
device
5, including various options that are selectable by the player 7 via the game
controller 3,
including the option for the player 7 to start and/or select a video game to
be played.
The video game selected/started by the player 7 is encoded by the game program
33.
The processor 10 is configured to execute the game program 33 such that the
processor 10 is able to perform various kinds of information processing
functions related
to the video game that it encodes. In particular, and with reference to Figure
2,
execution of the game program 33 causes the processor to execute a game data
processing function 22 and game rendering processing function 24, which are
now
described.
The game rendering processing function 24 includes generation of a game image
to be
displayed on the display device 5. For its part, the game data processing
function 22
includes processing of information representing progress of the game or a
current state
of the game (e.g., processing of information relating to the game that is not
necessarily
displayed on the display device 5). The game data processing function 22 and
the game

CA 2968589 2017-05-26
rendering processing function 24 are illustrated in Figure 2 as forming part
of a single
game program 33. However, in other embodiments, the game data processing
function
22 and the game rendering processing function 24 may be separate programs
stored in
separate memories and executed by separate, possibly distant, processors. For
example, the game data processing function 22 may be performed on a CPU and
the
game rendering processing function 24 may be performed on a GPU.
In the course of executing the game program 33, the processor 10 manipulates
constructs such as objects, characters and/or levels according to certain game
rules
and applying certain artificial intelligence algorithms. In the course of
executing the
game program 33, the processor 10 creates, loads, stores, reads and generally
accesses the game data 34, which includes data related to the object(s),
character(s)
and/or level(s). Figure 3 shows an example illustrating examples of game data
34
according to a present example embodiment. The game data 34 may include data
related to the aforementioned constructs and therefore may include object data
42, level
data 44 and/or character data 46.
An object may refer to any element or portion of an element in the game
environment
that can be displayed graphically in a game image frame. An object may include
3-
dimensional representations of buildings, vehicles, furniture, plants, sky,
ground, ocean,
sun, and/or any other suitable elements. The object may have other non-
graphical
representations such numeric, geometric or mathematical representations. The
object
data 42 stores data relating to the current representation of the object such
as the
graphical representation in a game image frame or a numeric, geometric or
mathematical representation. The object data 42 may also store attributes such
as
imaging data, position data, material/texture data, physical state data,
visibility data,
lighting data (e.g., direction, position, color and/or intensity), sound data,
motion data,
collision data, environment data, timer data and/or other data associated with
the object.
Certain attributes of an object may be controlled by the game program 33.
6

CA 2968589 2017-05-26
A character is similar to an object except that the attributes are more
dynamic in nature
and it has additional attributes that objects typically do not have. For
example, certain
attributes of a playing character may be controlled by the player 7. Certain
attributes of
a character, be it a playing character or a non-playing character, may be
controlled by
the game program 33. Examples of characters include a person, an avatar, an
animal,
and/or any other suitable object. The character may have other non-visual
representations such as numeric, geometric or mathematical representations. A
character may be associated with one or more objects such as a weapons held by
a
character or clothes donned by the character. The character data 46 stores
data relating
to the current representation of the character such as the graphical
representation in a
game image frame or a numeric, geometric or mathematical representation. The
character data 46 may also store attributes such as imaging data, position
data,
material/texture data, physical state data, visibility data, lighting data
(e.g., direction,
position, color and/or intensity), sound data, motion data, collision data,
environment
data, timer data and/or other data associated with the character.
The game data 34 may also include data relating to the current view or camera
angle of
the game (e.g., first-person view, third-person view, etc.) as displayed on
the display
device 5 which may be part of the representations and/or attributes of the
object data
42, level data 44 and/or character data 46.
In executing the game program 33, the processor 10 may cause an initialization
phase
to occur after the player 7 has selected/started the game, causing
initialization of the
game. The initialization phase is used to carry out any necessary game setup
and
prepare the game data 34 for the start of the game. The game data 34 changes
during
the processing of the game program 33 (i.e., during the playing of the game)
and the
terminology "game state" is used herein to define the current state or
properties of the
game data 34 and hence the various object data 42, level data 44 and/or
character data
46 and their corresponding representations and/or attributes.
7

CA 2968589 2017-05-26
After the initialization phase, the processor 10 in execution of the game
program 33 may
implement one or more game loops. The one or more game loops run continuously
during gameplay causing the game data processing function 22 and the game
rendering
processing function 24 to be routinely performed.
A game loop may be implemented, whereby (i) the game data processing function
22 is
performed to process the player's input via the game controller 3 and to
update the
game state and afterwards (ii) the game rendering processing function 24 is
performed
to cause the game image to be rendered based on the updated game state for
display
on the display device 5. The game loop may also track the passage of time to
control
the rate of gameplay. It should be appreciated that parameters other than
player inputs
can influence the game state. For example, various timers (e.g., elapsed time,
time
since a particular event, virtual time of day, etc.) can have an effect on the
game state.
In other words, the game keeps moving even when the player 7 isn't providing
input and
as such, the game state may be updated in the absence of the player's input.
In general, the number of times the game data processing function 22 is
performed per
second specifies the updates to the game state per second (hereinafter
"updates per
second") and the number of times the game rendering processing function 24 is
performed per second specifies game image rendering per second (hereinafter
"frames
per second"). In theory the game data processing function 22 and the game
rendering
processing function 24 would be called the same number of times per second. By
way
of a specific and non-limiting example, if the target is 25 frames per second,
it would be
desirable to have the game data processing function 22 and the game rendering
processing function 24 both being performed every 40 ms (i.e., 1 s/25 FPS). In
the case
where the game data processing function 22 is performed and afterwards the
game
rendering processing function 24 is performed, it should be appreciated that
both the
game data processing function 22 and the game rendering processing function 24

would need to be performed in the 40 ms time window. Depending on the current
game
state, it should be appreciated that the time of performing the game data
processing
function 22 and/or the game rendering processing function 24 may vary. If both
the
8

CA 2968589 2017-05-26
game data processing function 22 and the game rendering processing function 24
take
less than 40 ms to perform, a sleep timer may be used before performing the
next cycle
of the game data processing function 22 and the game rendering processing
function
24. However, if the game data processing function 22 and the game rendering
processing function 24 take more than 40 ms to perform for a given cycle, one
technique is to skip displaying of a game image to achieve a constant game
speed.
It should be appreciated that the target frames per second may be more or less
than 25
frames per second (e.g., 60 frames per second); however, it may be desired
that the
game data processing function 22 and the game rendering processing function 24
be
performed not less than 20 to 25 times per second so that the human eye won't
notice
any lag in the rendering of the game image frames. Naturally, the higher the
frame rate,
the less time between images and the more powerful the processor(s) require to

execute the game loop, hence the reliance on specialized processor such as
GPUs.
In other embodiments, the game data processing function 22 and the game
rendering
processing function 24 may be separate game loops and hence independent
processes. In such cases, the game data processing function 22 may be
routinely
performed at a specific rate (i.e., a specific number of updates per second)
regardless
of when the game rendering processing function 24 is performed and the game
rendering processing function 24 may be routinely performed at a specific rate
(i.e., a
specific number of frames per second) regardless of when the game data
processing
function 22.
It should be appreciated that the process of routinely performing, the game
data
processing function 22 and the game rendering processing function 24 may be
implemented according to various techniques within the purview of the person
skilled in
the art and the techniques described in this document are non-limiting
examples of how
the game data processing function 22 and the game rendering processing
function 24
may be performed.
9

CA 2968589 2017-05-26
When the game data processing function 22 is performed, the player input via
the game
controller 3 (if any) and the game data 34 is processed. More specifically, as
the player
7 plays the video game, the player 7 inputs various commands via the game
controller 3
such as move left, move right, jump, shoot, to name a few examples. In
response to the
player input, the game data processing function 22 may update the game data
34. In
other words, the object data 42, level data 44 and/or character data 46 may be
updated
in response to player input via the game controller 3. It should be
appreciated that every
time the game data processing function 22 is performed, there may not be any
player
input via the game controller 3. Regardless of whether player input is
received, the
game data 34 is processed and may be updated. Such updating of the game data
34
may be in response to representations and/or attributes of the object data 42,
level data
44 and/or character data 46 as the representations and/or attributes may
specify
updates to the game data 34. For example, timer data may specify one or more
timers
(e.g., elapsed time, time since a particular event, virtual time of day,
etc.), which may
cause the game data 34 (e.g., the object data 42, level data 44 and/or
character data
46) to be updated. By way of another example, objects not controlled by the
player 7
may collide (bounce off, merge, shatter, etc.), which may cause the game data
34 e.g.,
the object data 42, level data 44 and/or character data 46 to be updated in
response to
a collision.
In general the game data 34 (e.g., the representations and/or attributes of
the objects,
levels, and/or characters) represents data that specifies a three-dimensional
(3D)
graphics scene of the game. The process of converting a three-dimensional (3D)

graphics scene, which may include one or more 3D graphics objects, into two-
dimensional (2D) rasterized game image for display on the display device 5 is
generally
referred to as rendering. Figure 4 illustrates an example of a process of
converting a 3D
graphics scene to a game image for display on the display device 5 via the
screen. At
step 52, the game data processing function 22 processes the data that
represents the
three-dimensional (3D) graphics scene of the game and converts this data into
a set of
vertex data (also known as a vertex specification). The vertex data is
suitable for
processing by a rendering pipeline (also known as a graphics pipeline). At
step 55, the

CA 2968589 2017-05-26
game rendering processing function 24 processes the vertex data according to
the
rendering pipeline. The output of the rendering pipeline is typically pixels
for display on
the display device 5 via the screen (step 60).
More specifically, at step 52, the 3D graphics objects in the graphics scene
may be
subdivided into one or more 3D graphics primitives. A primitive may refer to a
group of
one or more vertices that are grouped together and/or connected to define a
geometric
entity (e.g., point, line, polygon, surface, object, patch, etc.) for
rendering. For each of
the 3D graphics primitives, vertex data is generated at this step. The vertex
data of each
primitive may include one or more attributes (e.g., position, the color,
normal or texture
coordinate information, etc.). In deriving the vertex data, a camera
transformation (e.g.,
rotational transformations) may occur to transform the 3D graphics objects in
the 3D
graphics scene to the current view or camera angle. Also, in deriving the
vertex data,
light source data (e.g., direction, position, color and/or intensity) may be
taken into
consideration. The vertex data derived at this step is typically an ordered
list of vertices
to be sent to the rendering pipeline. The format of the ordered list typically
depends on
the specific implementation of the rendering pipeline.
At step 55, the game rendering processing function 24 processes the vertex
data
according to the rendering pipeline. Rendering pipelines are known in the art
(e.g.,
OpenGL, DirectX, etc.); regardless of the specific rendering pipeline used to
implement
the rendering pipeline, the general process of the rendering pipeline is to
create a 2D
raster representation (e.g., pixels) of a 3D scene. The rendering pipeline in
general
calculates the projected position of the vertex data in to two-dimensional
(2D) screen
space and performs various processing which may take into consideration
lighting,
colour, position information, texture coordinates and/or any other suitable
process to
derive the game image (e.g., pixels) for output on the display device 5 (step
60).
In some cases, the game apparatus 1 is distributed between a server on the
internet
and one or more Internet appliances. Plural players may therefore participate
in the
same online game, and the functionality of the game program (the game
rendering
11

CA 2968589 2017-05-26
I
processing function and/or the game data processing function) may be executed
at
least in part by the server.
With reference to Figure 7, it is noted that the game apparatus 1 may be a
computer
system (such as a gaming console or PC) and the input/output module 15 (or
user
interface) may implement a player interface for interacting with the player 7
via the
game controller 3 and the display device 5. The computer readable memory 11
stores
game data 34 and program instructions (code). The processor 10 executes the
program
instructions stored in the computer readable memory 11, including the
operating system
(not shown in Figure 7) and the game program 33. In executing the game program
33,
the processor 10 maintains a (simulated) game environment with objects,
characters
and levels. The characters include a main "playing" character (controlled by
the player
7) and, if appropriate, one or more non-playing characters (NPCs).
Embodiments of the present invention may be concerned with determining a
location for
placing a requested animation routine involving one or more characters. This
may be
achieved as part of an animation process 500 of the game program 33, as shown
in
Figure 7 and further detailed in a series of steps shown in Figure 5.
According to a non-limiting embodiment, the animation process 500 starts with
the
execution of step 510, wherein the processor 10 receives a request for an
animation
routine. The request for an animation routine may identify the requested
animation
routine and may be received in a variety of ways.
In one example, the request for an animation routine is received as a result
of player
action. For instance, in executing part of the game program 33, the processor
10
detects an indication from a player that conveys a desire of the player to
carry out an
animation routine (e.g., a multi-character animation routine or a takedown)
involving
his/her playing character and possibly one or more non-playing characters
(NPCs). This
indication may be received from the player via the input/output module 15
further to a
prompt supplied by the processor 10, such prompt having been generated when
certain
12

CA 2968589 2017-05-26
game conditions are found to have been met. Those skilled in the art will
recognize that
a takedown may refer to a close combat animation between a player character
and one
or more non-player character.
By way of non-limiting example, consider that the playing character comes
within a
certain distance (in the game environment) of a particular NPC. The processor
10, in
executing the game program 33, detects this proximity and begins a set of
basic tests,
for example, whether there is a direct path between the playing character and
the
particular NPC. Once the tests have been conducted and reveal the playing
character is
within a certain critical distance of the NPC (e.g., 15 cm in the game
environment), the
processor 10 presents the player with an option of initiating a takedown and,
in some
cases, presents the player with a choice in terms of the type of takedown
(lethal vs.
non-lethal). The player's response to this prompt can correspond to the
indication
referred to above, namely, the indication from the player that conveys a
desire of the
player to carry out an animation routine.
In another embodiment, the request for an animation routine may be
automatically
generated by the processor 10 upon determining that certain conditions are
met, without
providing the player with a prompt or an option to initiate an animation
routine.
Prior to calling the requested animation routine, which is shown at step 560
and
described later on, certain parameters may need to be computed. One such
parameter
is a location in the (simulated) game environment for hosting the requested
animation
routine, which is determined by virtue of an "animation location determination
sub-
process" 1000. Other parameters are discussed later on in the context of step
540.
The animation location determination sub-process 1000 includes a plurality of
steps
1018-1034 that are performed as now described in further detail with reference
to
Figure 10. Basically, the animation location determination sub-process 1000
seeks to
identify a location in the environment whose surrounding area is free to host
the
requested animation routine of a certain size. If such a location can be
found, the sub-
13

CA 2968589 2017-05-26
process 1000 is said to have converged. If such a location cannot be found, an
alternate
location is selected as the animation location.
Accordingly, a suitable location for the requested animation routine may be
one that is
substantially free of obstructions in its vicinity (within the game
environment). Thus, at
step 1022 the processor 10 invokes (calls) a "pathfinding function". Computer-
readable
instructions for executing the pathfinding function may be stored in the code
section of
the memory 11. One non-limiting example of a pathfinding function that may be
used for
this purpose is provided by NavPowerTM, a commercial pathfinding package
available
from BabelFlux LLC and on the Internet at http://vmw.navpower.com/. This and
other
pathfinding functions aim to determine whether there is an unobstructed area
or volume
in the vicinity of a chosen location.
When initially called, the pathfinding function may be provided with an
"animation
radius" (determined at step 1018) and a certain "initial animation location"
(determined
at step 1020). In particular, the animation radius refers to the dimensions of
a 2-D space
around a certain point within which all the movements of the body parts of the

character(s) involved in the animation routine are contained. The animation
radius is
thus indicative of the space taken up by the animation routine, and may vary
from one
requested animation routine to another. In some embodiments, the space
represented
by the "animation radius" may refer to an area, while in others it may refer
to a volume
representative of a 3-D virtual space in the game environment taken up by the
takedown (or other requested animation routine).
The animation radius, determined at step 1018, may be pre-established (set) by
a
designer / producer of the ga me, as a function of the type of animation. It
may be
defined by a set of animated bones on the digital skeleton (also referred to
as a "rig") of
each character involved in the animation. The list of bones to be animated for
a given
animation can be customized to avoid setting animation radii that are too
large based on
bones that will not contribute visually to the action on-screen. It is also
possible for the
game designer to include in the animation radius a bone that controls the
camera, to
14

CA 2968589 2017-05-26
ensure that the camera can get close to the action without any obstructions
from the
environment. Alternatively, if the bone that controls the camera is not
included in the
computation of the animation radius, this will require the camera to safely
resolve
collisions with the environment during execution of the animation routine in
real-time.
The animation radius may be pre-calculated for various animation routines, so
that
determining the animation radius need not require real-time computations and
could be
as simple as looking up the required parameter in memory on the basis of the
requested
animation routine. With reference to Figure 6A, there is shown a non-limiting
example of
a table that may be stored in the memory 11 and which stores the animation
radii for
different animation routines that may be requested. As such, an animation
routine may
be associated with a data element that indicates the animation radius that it
occupies.
The "initial animation location" used to call the first iteration of the
pathfinding function at
step 1022, is related to the location of the main character and any NPCs
involved in the
requested animation routine. In particular, to determine the initial animation
location at
step 1020, an initial animation location selection function may be carried
out, as now
described with reference to the flowchart in Figure 9. By way of background,
reference
may be had to the notion of a "navigation mesh". The navigation mesh is
defined for a
character's archetype (e.g., hero, villain, bystander, ...) and/or may be
dependent on
the character's size (e.g., small, medium, large, ...). The navigation mesh
specifies the
collection of zones or paths in the game environment in which the character is
allowed
to travel or navigate. Now, the initial location of one of the NPCs (if any)
involved in the
requested animation routine may be used as the initial animation location (see
the YES
branch out of step 902 and step 904). Because the NPC is guaranteed to be on
its own
navigation mesh, this is a sensible (and computationally simple) initial
choice of location
for the animation because there is by default at least a certain non-zero
obstacle-free
radius to accommodate the NPC's archetype. If there is no NPC in the requested

animation routine (see the NO branch out of step 902), the algorithm may
invoke a
further function (see step 908) to obtain the closest position to the player's
character

CA 2968589 2017-05-26
that is on the navigation mesh for a selected archetype of a selected size
(see step
906).
Returning now to the animation location determination sub-process 1000 of
Figure 10,
the pathfinding function is thus called at step 1022 using the animation
radius
determined at step 1018 and, initially, using the initial animation location
determined at
step 1020 as discussed above with reference to Fig. 9. As shown at step 1024,
the
pathfinding function outputs either "success" or "failure". "Success" means
that an area
in the game environment around the initial animation location is free of
obstructions
(within the animation radius) and that the requested animation routine can
therefore be
freely carried out in an unobstructed way. In other words, there is a
determination as to
whether there is sufficient available space to host the animation routine at
the initial
animation location.
In this case, the initial animation location is used as the "final" animation
location,
terminating the animation location determination sub-process 1000, and the
processor
executing the game program 33 proceeds to compute further parameters at step
540
of the animation process 500, which will be described later.
On the other hand, "failure" at step 1024 means that an obstruction was
encountered
somewhere within the animation radius of the initial animation location. In
this case, the
pathfinding function called at step 1022 will produce information about the
point or
region where an obstruction occurs. There are two uses for this information.
Firstly, this
information can be interpreted as the maximum radius around the initial
animation
location that is guaranteed to be exempt of obstacles, which may be used later
if it is
determined that the animation location determination sub-process 1000 does not

"converge". Secondly, the processor 10 also uses this information about the
obstruction
as a heuristic to guide its next iteration through the animation location
determination
sub-process 1000. Specifically, at step 1026, the processor 10 determines a
new
animation location. The new animation location can be at a point that is in a
direction
16

CA 2968589 2017-05-26
different (e.g., opposite) from the detected obstruction (which was the cause
of the
pathfinding function outputting a failure to begin with).
For example, Figure 8 shows an initial animation location LA and an obstacle
802, as
well as a region (in this case a disk, although it need not be such)
conceptually
represented by a circle CA corresponding to the animation radius RA. Due to
the
presence of the obstacle 802 within the region defined by the circle CA, step
1024 will
result in a "failure". The pathfinding function then outputs a maximum radius
Rm around
the initial animation location wherein there are no obstacles. The maximum
radius Rm
defines a circle Cm. Also, the pathfinding function will determine a
direction, in this case
represented by arrow 814, oriented in a direction that is different from the
direction in
which the obstacle 802 is located. For example, this "different" direction
could be the
diametrically opposite direction, relative to the initial animation location
LA. There can be
flexibility in choosing how to orient the direction of the arrow 814. In some
embodiments, it could be the direction opposite the point closest to the
initial animation
location LA where the obstacle 802 is reached (namely point 804 which is on
the circle
Cm). In other embodiments, it could be calculated based on the direction,
relative to
location LA, of a center of mass of the obstacle 802. Also, a selection
mechanism may
be put in place (e.g., random selection or based on other criteria) when there
is more
than one obstacle in the region defined by the animation radius RA and circle
CA, or
where multiple points on the obstacle 802 are reached at the same minimum
distance
from the initial animation location LA.
Continuing with the carrying out of the sub-process 1000, a new animation
location is
determined at step 1026. For example, with continued reference to Figure 8, a
new
animation location LB is determined as being along the direction of the arrow
814 (e.g.,
opposite the location of the point of contact 804 on the obstacle 802) and
will be the
center about which the animation radius RA will next be drawn, thereby leading
to the
creation of a circle CB. The distance between the previous animation location
LA and the
new animation location LB can depend on the embodiment. In this embodiment,
the new
animation location LB is located on the circle CA, but it could also be
located on the
17

CA 2968589 2017-05-26
circle Cm or it could be computed based on other criteria or it could be move
by a fixed
amount. The distance between successive animation locations (e.g., LA and LB)
leads to
a trade-off between the number of iterations (and therefore the computational
effort) that
it will take before the animation location determination sub-process 1000
converges and
the potential to produce, on-screen, the appearance of an unrealistic change
in the
location of the takedown relative to the location of the main character.
The aforementioned approach is one example of a heuristic approach towards
finding
an animation location that has a greater chance of success at step 1024, but
it will be
apparent that other approaches may be used by persons skilled in the art. Some
of
these approaches rely on selecting a new animation location LB that is
oriented relative
to the previous animation location LA in a way that depends on the orientation
of the
obstacle relative to the previous animation location LA. Other approaches may
also be
used.
After completion of step 1026, which will have resulted in the determination
of a new
animation location LB, a second iteration of the pathfinding function is
called at step
1028 using, optionally, the same animation radius RA as before, this time
surrounding
the new animation location LB. Again, and with reference to step 1030, the
pathfinding
function outputs either success or failure. If there is success, the new
animation location
LB is used as the "final animation location", which terminates the animation
location
determination sub-process 1000, and the processor 10 executing the game
program 33
proceeds to step 540 of the animation process 500, as will be described later
on.
On the other hand, failure at step 1030 means that a new obstruction was
encountered
somewhere within the animation radius RA around the new animation location LB.
Here
again, the output of the pathfinding function 1028 would include the location
of the new
obstruction, which allows the sub-process 1000 to determine the maximum radius

around the new animation location LB that is guaranteed to be exempt of
obstacles,
which may be used later if the animation location determination sub-process
1000 is
found not to converge. The sub-process 1000 returns to step 1026, where a
further new
18

CA 2968589 2017-05-26
animation location is located as per the criteria mentioned above, which is
followed
again by a reiteration of step 1028 where the next iteration of the
pathfinding function is
called, and so on.
It is noted that a certain failure limit may be reached, in which case the
animation
location determination sub-process 1000 can be said to not have converged.
This can
occur, for example: (i) after a certain number of iterations; or (ii) after a
certain amount
of time; or (c) if the animation location determination sub-process 1000 has
been
interrupted prior to occurrence of a successful outcome of the pathfinding
function at
step 1022 and 1028. The failure limit is tested for at step 1032. In the
affirmative (i.e.,
the failure limit has been reached), the processor 10 proceeds to extract from
the
memory 11 an animation location known to have the greatest "maximum obstacle-
free
animation radius", as calculated by an earlier iteration of the pathfinding
function (at
step 1022 or 1028).
For example, in the illustrated embodiment of Figure 8, in the case where the
failure
limit is reached, it will be recalled that Rm represented the largest obstacle-
free radius
for animation location LA (and is smaller than the animation radius RA), and
would have
been calculated earlier and stored earlier. In the event that location LA
would have the a
obstacle-free animation radius Rm that is the largest among such radii for all
other
animation locations, then LA would be selected as the final animation location
(with an
animation radius of Rm). The animation location determination sub-process 1000

terminates, and the game program 33 proceeds to step 540 of the animation
process
500, as will now be described.
From the above, it will be noted that step 540 can be arrived at under various

circumstances. In each case, the sub-process 1000 exits by having produced a
final
animation location that has an obstruction-free radius. In some cases (i.e.,
when the
animation location determination sub-process 1000 converges) this radius will
be the
animation radius RA and in other cases (i.e., when the animation location
determination
sub-process 1000 does not converge) this radius (e.g., Rm) is smaller than the
19

CA 2968589 2017-05-26
animation radius RA. In either case, execution of the animation location
determination
sub-process 1000 leads to step 540 of the animation process 500.
At step 540, the processor 10 determines certain additional parameters needed
for
calling the requested animation routine, in addition to the final animation
location. For
example, there could be a level of granularity in selecting a version of the
requested
animation routine depending on (I) at least one contextual parameter (e.g.,
stealth vs
combat, left-handed vs. right-handed, power level of playing character or NPC,
etc.); (ii)
a physical space constraint parameter.
The physical space constraint parameter will now be discussed in greater
detail.
Specifically, when the animation location determination sub-process 1000
converges,
this means that the requested animation routine can take up the full space
defined by
the animation radius RA. However, when the final animation radius is less than
the
animation radius (i.e., due to non-convergence of the animation location
determination
sub-process 1000), then a constrained version of the animation routine would
need to
be selected, i.e., one that takes place within a more severely constrained
volume.
Figure 6B is a non-limiting example of a table in which different versions of
the same
animation routine are stored in memory, each with a different "constrained"
(smaller)
animation radius having a certain ratio relative to the "original" animation
radius. Thus,
multiple versions of the same requested animation routine may exist, and in
order to call
the correct version, one can supply the final animation radius as a parameter,
and the
processor 10 can determine which version of the requested animation routine
can be
supported.
Different techniques for creating constrained versions of the same animation
routine
may be used. One way to create an animation routine with a shrunken radius is
to
constrain the reach of the maneuvers / movements (i.e., to constrain the
trajectory of
the bones of the rig) in the animation routine so that they are executed in
more of a
phone booth-like environment. Another way to create a version of an animation
routine
having a shrunken animation radius is to reduce the number of NPCs
participating in the

CA 2968589 2017-05-26
animation routine. For example, if the player requested a takedown involving X
(X>1)
NPCs, then the takedown could be modified so that it only involves X-1 NPCs.
As such,
this situation is equivalent to the player having requested a takedown
involving a
smaller number of NPCs. The NPCs remaining in the takedown could be selected
in
any suitable manner, e.g., those closest to the playing character, those that
are the
strongest, etc. Different versions of the same takedown could therefore be
called for
different animation radii, each different animation radius corresponding to a
different
number of NPCs in the takedown.
Another parameter that could be provided when calling the requested animation
routine
at step 560 of the animation process 500 could be an angle of rotation. As
such, the
angle could be selected so as to control whether the playing character is
placed in the
middle of the area selected for the requested animation routine or at the
edge. For
example, rotating the requested animation routine may reduce the appearance of

location transitions before and during the animation routine.
Another parameter could be the slope of the terrain. For example, it should be

appreciated that the pre-computed vertex trajectories of an animation routine
may
assume that the characters are disposed on a flat surface. Yet, different
versions of the
same takedown may be pre-computed for a variety of slopes or ledges
(staircases) so
that, depending on the terrain, the animation routine can occur in a sloped or
stepped
area and still appear realistic when rendered. This can be done by specifying
the slope
when querying the pathfinding function at step 1022 or 1028 of the sub-process
1000,
so as not to lose the allure of realism when the final images are rendered.
The
NavPowerTM pathfinding function has such an option. In other embodiments,
different
versions of an animation routine may be pre-computed for a limited number of
sloped
terrains, and the appropriate version selected according to the matching
slope. In yet
another embodiment, the animation routine could be pre-computed for a terrain
having
a specified slope, and then the pathfinding function (at steps 1022 and 1028)
could be
tasked with locating a zone in the game environment having the sought-after
specified
slope.
21

CA 2968589 2017-05-26
The above notions can be applied to more complex topographical / environmental

structures, and generally to any contextual variable, although it should be
kept in mind
that each pre-computed animation routine consumes memory and therefore there
will
be an increase in the memory requirement when multiple almost identical
animation
routines¨but for the contextual variables¨need to be stored.
At step 560 of the animation process 500, the game program 33 calls the
requested
animation routine from a library in memory, using the final animation location
(as
determined by the animation location determination sub-process 1000) and the
other
aforementioned parameters (as determined by step 540 of the animation process
500
as well as possibly other parameters). It is noted that the requested
animation routine
may correspond to a pre-determined timewise trajectory of vertices and, as
such, it still
requires rendering in real-time to incorporate the current scene's texture and
lighting
and other parameters.
It should also be appreciated that camera angles can optionally also be
changed. For
instance, at step 550 of the animation process 500, the game program 33 may
optionally change the camera angle, for example, from 1st person camera to 3rd
person
camera in order to allow the player to view the animation routine from
"outside" the
playing character's body.
Then, after the selected animation routine has ended, the camera may
optionally revert
to its previous angle, e.g., 1st person (step 570). Eliminated NPC(s) can be
converted
into a ragdoll, which can stay in the environment if the animation routine
occurred within
the permitted travel path of the NPC(s), or the NPC(s) can be ejected from the
game
environment.
It should be appreciated that in addition to avoiding that the animation
routine show
character clipping with the environment, the animation location determination
sub-
process 1000 also avoids putting ragdolls inside collisions. In particular, if
an NPC is
22

CA 2968589 2017-05-26
defeated during a takedown and turns into a ragdoll, once the takedown ends
and
gameplay resumes, physics takes over and the ragdoll can fall to the floor
(which is
known to be clear of obstacles due to operation of the sub-process 1000).
However,
had the floor not been clear of obstacles, and if an environment collision had
occurred
just prior to the takedown ending, the resumption of gameplay may inaccurately
transfer
knowledge about the collision, and the ragdoll may interact unexpectedly with
the game
environment, possibly passing through objects or being ejected from the game
world
altogether.
A transition (e.g., fade-to-black) may be used when transitioning camera
angles (steps
550, 570) and/or when moving the characters to the identified area where the
animation
is to take place (step 540).
Of course, certain of the above steps (of the animation process 500 or the
animation
location determination sub-process 1000) may be executed in a different order
than
shown.
It should be appreciated that certain ones of the steps described above may be
pre-
computed before the game program learns that the player has requested an
animation
routine at step 510.
While the above has considered an animation volume as being defined by a
radius, in
other embodiments, the animation volume may be defined as a cylinder having
not only
a radius but also a height, or a prism having a length, width and height, or
an even more
complex three-dimensional structure.
While the above description and diagrams have provided a description and
illustration of
several example embodiments, it should be appreciated that variations are
possible
while remaining within the scope of the invention. For example, certain
elements that
are expected to be known or common to a person of ordinary skill in the art
have not
been described, while certain features that have been described may be omitted
in
23

CA 2968589 2017-05-26
some embodiments and included in others. Those skilled in the art will of
course
appreciate that the invention is only to be limited by the claims attached
hereto.
24

Representative Drawing
A single figure which represents the drawing illustrating the invention.
Administrative Status

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Administrative Status

Title Date
Forecasted Issue Date 2023-08-01
(22) Filed 2017-05-26
(41) Open to Public Inspection 2017-12-10
Examination Requested 2021-03-26
(45) Issued 2023-08-01

Abandonment History

There is no abandonment history.

Maintenance Fee

Last Payment of $277.00 was received on 2024-05-13


 Upcoming maintenance fee amounts

Description Date Amount
Next Payment if standard fee 2025-05-26 $277.00
Next Payment if small entity fee 2025-05-26 $100.00

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Payment History

Fee Type Anniversary Year Due Date Amount Paid Paid Date
Application Fee $400.00 2017-05-26
Registration of a document - section 124 $100.00 2018-03-09
Registration of a document - section 124 $100.00 2018-03-09
Maintenance Fee - Application - New Act 2 2019-05-27 $100.00 2019-04-24
Maintenance Fee - Application - New Act 3 2020-05-26 $100.00 2020-05-19
Request for Examination 2022-05-26 $816.00 2021-03-26
Maintenance Fee - Application - New Act 4 2021-05-26 $100.00 2021-05-17
Maintenance Fee - Application - New Act 5 2022-05-26 $203.59 2022-05-16
Maintenance Fee - Application - New Act 6 2023-05-26 $210.51 2023-05-15
Final Fee $306.00 2023-05-30
Maintenance Fee - Patent - New Act 7 2024-05-27 $277.00 2024-05-13
Owners on Record

Note: Records showing the ownership history in alphabetical order.

Current Owners on Record
SQUARE ENIX LTD.
Past Owners on Record
None
Past Owners that do not appear in the "Owners on Record" listing will appear in other documentation within the application.
Documents

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Document
Description 
Date
(yyyy-mm-dd) 
Number of pages   Size of Image (KB) 
Request for Examination / Amendment 2021-03-26 19 695
Claims 2021-03-26 6 245
Description 2021-03-26 27 1,314
Examiner Requisition 2022-05-12 3 175
Amendment 2022-08-30 14 690
Abstract 2017-05-26 1 12
Description 2017-05-26 24 1,155
Claims 2017-05-26 5 187
Drawings 2017-05-26 10 103
Representative Drawing 2017-11-20 1 7
Cover Page 2017-11-20 2 38
Final Fee 2023-05-30 5 125
Representative Drawing 2023-07-04 1 10
Cover Page 2023-07-04 1 40
Electronic Grant Certificate 2023-08-01 1 2,527